Jihad: Osama bin Laden Fantasy Scenario

Situation: This scenario depicts Osama bin Laden’s fantasy of recreating the Caliphate and conducting an all-out Jihad against the infidels.

Setup:

Caliphate: (use German Pieces):

Afghanistan: 5 Inf

Algeria: 1 Inf, 1 Arm

Arabia: 1 IC, 1 Inf, 1 Arm, 1 Ftr

Borneo: 1 Inf

Caucasus: 1 Inf

East Indies: 1 Inf, 1 Ftr

East Africa: 1 Inf

Eastern Europe: 1 Inf

Egypt: 1 Inf, 1 Arm, 1 Ftr

Equatorial Africa: 1 Inf

India: 1 Inf, 1 Arm, 1 Ftr

Indochina: 1 Inf, 1 Ftr

Kazakhstan: 1 Inf

Kenya-Zimbabwe: 1 Inf

Libya: 1 Inf, 1 Arm, 1 Ftr

New Guinea: 1 Inf

Persia: 1 Inf, 1 Arm, 1 Ftr

Philippines: 1 Inf

Rio de Oro: 1 Inf

Sinkiang: 1 Inf

Southern Europe: 1 Inf

Syria-Iraq: 1 Inf, 1 Arm 1 Ftr

Turkey: 1 Inf, 1 Arm, 1 Ftr

West Africa: 1 Inf

Russia:

Capital: Russia

Barents Sea: 1 Sub

Baltic Sea: 1 Sub

Black Sea: 1 Sub

Evenki: 1 Inf

Karelia: 1 Inf, 1 Arm, 1 Ftr

Mongolia: 1 Inf

Russia: 2 Inf, 2 Arm, 2 Ftr, 1 Bom, 1 AA, 1 IC

Sea of Okhtosk(off Russian Far East): 1 Sub

Ukraine: 1 Inf, 1 Arm, 1 Ftr

Novosibirsk: 1 Inf

Russian Far East: 1 Inf, 1 Arm, 1 Ftr

Yakutsk: 1 Inf

Caucasus & Kazakhstan are considered to originally Russia but under Caliphate control

Money-15 IPC’s

Europe: (use British pieces)

Capital: UK

Angola: 1 Inf

Argentina: 1 Ftr (US control)

Australia: 1 Ftr (US control)

Brazil: 1 Ftr (US control)

Congo: 1 Inf

Erie: 1 Inf

Finland-Norway: 1 Inf

Germany: 2 Inf, 2 Arm, 2 Ftr, 1 AA

Gibraltar: 1 Inf

Madagascar: 1 Inf

Mozambique: 1 Inf

North Sea: 1 Sub, 1 Tra

South Africa: 1 Inf

Spain: 1 Inf

Sweden: 1 Inf, 1 Ftr

Switzerland: 1 Inf

UK: 2 Inf, 1 Arm, 1 Ftr, 1 Bom, 1 AA, 1 IC

Western Europe: 2 Inf, 1 Arm, 1 Ftr, 1 AA

Western Med: 1 Sub, 1 Tra

Money-15 IPC’s

East Africa, Eastern Europe, Equatorial Africa, Kenya-Zimbabwe, Southern Europe, Turkey, West Africa, are considered to be originally European but under Caliphate control

China (use Japanese Pieces)

Capital: Kwantung

Central China: 3 Inf

Kwantung: 3 Inf, 1 Arm, 1 Ftr, 1 IC

Manchuria: 3 Inf

Money: 15 IPC’s

Sinkiang is considered to be originally Chinese but under Caliphate control

United States:

Alaska: 1 Ftr

Argentina: 1 Inf

Australia: 1 Inf

Brazil: 1 Inf

Caroline Islands: control marker only

Central Med: 1 BB, 1 1 Sub, 1 Tra,1 Inf

Eastern Canada: 1 Inf

Eastern US: 1 Inf, 1 Arm, 1 Ftr, 1 Bom, 1 AA, 1 IC

Germany: 1 Arm, 1 Ftr (not controlled)

Hawaii: 1 Ftr

Japan: 1 Inf, 1 Ftr

Mexico: 1 Inf

Midway: 1 Sub

New Zealand: 1 Inf

Okinawa: 1 BB

Panama 1 Inf

Peru: 1 Inf

Sea of Japan: 1BB, 1 Sub, 1 Tra, 1 Inf

Solomon Islands: 1 Inf

Tasman Sea (se of Austrlia): 1 Tra

US Atlantic Coast: 1 CV, 1 Ftr, 1 Sub, 1 Tra

US Pacific Coast: 1 CV, 1 Ftr, 1 Sub, 1 Tra

Venezuela-Colombia: 1 Inf

Wake Island: control 1 Sub

Western Canada: 1 Inf

West Indies: 1 Inf

Western US: 1 Inf, 1 Arm, 1 Ftr, 1 Bom, 1 AA, 1 IC

The Philippines is originally US-controlled but occupied by the Caliphate

Special Rules:

  1. The Caliphate player does not use money. During the place new units phase he places 1 Inf in each area he controlled at the start of his turn and 1 Arm at each IC he controls.
  2. Whenever the Caliphate losses an area, he immediately rolls on the terror table. If Arabia is lost, 10 rolls are made.
  3. All players except the Caliphate constitute the Infidels. The infidels are fully allied.
  4. Infidel players may not use chips. Their builds are limited by the number of units in the game. The Caliphate is not so limited (in fact you should use chips to represent infantry). (Note that each player should have available 17 Inf, 10 Arm, 10 Ftr, 3 Bom, 6 Tra, 6 Sub, 2 CV, 3 BB and there are 12 IC & 12 AA for all)
  5. All Infidels except China have Heavy Bombers (3 dice on attack)
  6. China can build Infantry for 2 IPC’s each
  7. The United States has long-range aircraft (add 2 to movement)
  8. Hits by US, European or Russian fighters in combat must be taken against aircraft if there are any available.
  9. Instead of Bombardment, Infidel Battleships & Submarines can conduct a cruise-missile attack into an adjacent area. They attack for 1 round at their normal combat factor. If they are supporting an attack, this is handled just like Bombardment.
  10. The Infidels win by capturing all caliphate areas. The Caliphate wins by surviving for 12 complete turns.
  11. The Caliphate can’t attack Infidel capitals on the first turn.
  12. Eastern Europe & Turkey are connected.
  13. Order of Play: Caliphate, Russia, Europe, China & US.
  14. Captured IC’s and AA’s are destroyed

Terror Table

Roll / Effect
01 / AA GUN SABOTAGED Remove 1 Infidel AA Gun in a random enemy area
02 / AIRBASE ATTACK-BOMBER Remove 1 Infidel bomber in a random enemy area
03 / AIRBASE ATTACK-FIGHTER Remove 1 Infidel fighter in a random enemy area
04 / AIRLINER CONVERTED – Place 1 Bomber in a random friendly area
05 / ANTHRAX Roll for every infidel unit in a unit in a random enemy area, on a 1-2 it is destroyed. All units in adjacent areas must also roll, on a 1 it is destroyed
06 / ANTI-GLOBALIZATION PROTEST For their next movement & income phase, all units in a random enemy area can’t move, and the area’s income is reduced to 0
07 / ANTI-VEHICLE MINE Remove 1 Infidel tank in a random enemy area
08 / ARTILLERY SUPPORT All infantry attacks at 2 during your next attack phase.
09 / BARRACKS BOMBED Remove 1 Infidel infantry in a random enemy area
10 / CRUISE LINER ARMED – Place 1 Battleship at sea adjacent to a random friendly area
11 / DEMORALIZATION A random infidel defends at –1 during your next attack phase
12 / DEPRESSION A random infidel collects no money during his next collect income phase
13 / FANATICAL ATTACK All your units attack at +1 next turn. No retreats from attack are allowed.
14 / FANATICAL DEFENSE All your units defend at +1 for the balance of this turn and next turn until the end of the player-turn when the event occurred.
15 / FREIGHERS PURCHASED Place 1 transport at sea adjacent to a random friendly area
16 / FREIGHTER CONVERTED Place 1 aircraft carrier at sea adjacent to a random friendly area
17 / HARBOR ATTACK-BATTLESHIP Remove 1 Infidel BB in a random enemy area
18 / HARBOR ATTACK-CARRIER Remove 1 Infidel CV in a random enemy area
19 / HARBOR ATTACK-SUBMARINE Remove 1 Infidel submarine in a random enemy area
20 / HARBOR ATTACK-TRANSPORT Remove 1 Infidel transport in a random enemy area
21 / HARD WORK – Place 1 industrial complex in a random friendly area
22 / IN A HURRY All your units move +1 this turn
23 / INDUSTRIAL PRODUCTION Put 1 of each type of land unit in a random friendly area. Put 1 of each type of sea unit adjacent to a random friendly area. Roll each unit separately.
24 / INFLUENZA All units (even yours) attack at –1 next turn. This can only occur once, if rolled again, treat as Al-Qaeda cell.
25 / JET TRAINER CONVERTED – Place 1 Fighter in a random friendly area
26 / LAND MINES For the balance if this turn and next turn, all attacking Infidel infantry and armor must roll before combat, on a 1 the unit is eliminated.
27 / LEADERSHIP CRISIS A random infidel does nothing during his next player-turn (not even collect money)
28 / MUNITIONS SHORTAGE A random infidel can’t attack during his next attack phase
29 / NATIONALIST UPRISING Place D6 infantry in a random enemy non-capital area. All units in the area must retreat or be destroyed
30 / NERVE GAS Roll for each infidel unit in a random enemy-occupied area, on a 1-3 it is destroyed.
31 / NEUTRON BOMB Destroy all infidel infantry units in a single area in random enemy area with infantry.
32 / OIL SHORTAGE A random infidel can’t move this turn. He can still conduct cruise missile attacks
33 / PIRACY Place 1 submarine, 1 transport + 1 infantry adjacent to random area (without enemy units sea units in the area of placement)
34 / POWER PLANT ATTACKED Remove 1 Infidel IC in a random enemy area
35 / RADIOLOGIC BOMB All infidel units in a random enemy-occupied area must retreat if possible, and are destroyed if they can’t.
36 / ROBBERY Take all the money from a random infidel. You can use the money to immediately place units in any area with an IC (or adjacent sea area for naval units). IC’s can be placed in any friendly area. No more than 1 of each type can be purchased. Any unspent funds are lost.
37 / SABOTAGE A random infidel can’t build this turn
38 / SCUD MISSILE LAUNCHER Moves 1. Combat strength of 0. It targets any area within 3, destroying 1 unit of the defenders choice and taking away D6 IPC’s if there is an IC present. Place in a random friendly area.
39 / SEA MINES Roll for each infidel ship, on a 1 it is sunk
40 / SMALLPOX Roll for every unit on the map, on a 1 or 2 it is destroyed. Every infidel player gets no money during his next collect income phase. You get no regular infantry builds during your turn. This can only occur once, treat any future rolls as Al-Qaeda cell.
41 / SPECIAL DISPENSATION For the remainder of this turn and next turn to the end of the enemy-player turn this event occurred in, your units may retreat after 1 round of combat
42 / STINGERS PURCHASED – Place 1 AA gun in a random friendly area
43 / STRATEGIC NUKE Destroy all infidel units in a random enemy area with units (or an adjacent sea area).
44 / SUBMARINE PURCHASED – Place 1 Submarine at sea adjacent to a random friendly area
45 / SUV’S CONVERTED – Place 1 Armor in a random friendly area
46 / TACTICAL NUKE Destroy 1 infidel unit of your choice in a random enemy area with units (or naval unit in an adjacent area). All other infidels units in the target area can’t attack during their next attack phase.
47 / TERRORIST ATTACK Random infidel loses D6 IPC’s
48 / THE SLOWS A random infidel moves at –1 during his next player-turn
49 / VOLUNTEERS – Place 1 Infantry in a random friendly area
50 / WAR WEARINESS A random infidel attacks at –1 during his next attack phase
51-99 / AL-QAEDA CELL Place 1 infantry in a random area. If the area is enemy-controlled but unoccupied, it is immediately capture. If the area is enemy-occupied, the infantry immediately attacks at strength 3, with no retreat possible.
100 / KAMIKAZE ATTACKS Make 6 kamikaze attacks against specific units anywhere on the board. On a 1 or 2, the target is destroyed. You can’t attack the same unit twice.

Random Area Table

Note: If the area rolled is ineligible for the event (i.e. the event would have no effect or only adversely affect caliphate units), the player who controls the area chooses where the event will take place. If entire nation is listed, that nation’s player chooses the area, which must be in the nation if possible.

For example, if the Caliphate player receives the terror event of “VOLUNTEERS” and rolls the Eastern US. As the Eastern US is under US control, the US player gets to decide where to put it. Next, the Caliphate player , rolls “AIRBASE ATTACK-BOMBER” and the rolls “Russia (all territory)”. The Russians must select a bomber from territory he controls, fortunately a US bomber has landed in his territory, so he selects it and preserves his own bomber.

1 / Afghanistan
2 / Alaska
3 / Algeria
4 / Angola
5 / Argentina-Chile
6 / Australia
7 / Borneo-Celebes
8 / Brazil
9 / Caroline Islands
10 / Caucasus
11 / Chile
12 / China
13 / Congo
14 / East Africa
15 / East Indies
16 / Eastern Canada
17 / Eastern Europe
18 / Eastern USA
19 / Egypt-Sudan
20 / Eire
21 / Equatorial Africa
22 / Evenki
23 / Finland-Norway
24 / Germany
25 / Gibraltar
26 / Hawaii
27 / India
28 / Indochina-Burma
29 / Japan
30 / Karelia
31 / Kazazhstan
32 / Kenya-Zimbabwe
33 / Kwantung
34 / Libya
35 / Madagascar
36 / Manchuria
37 / Mexico
38 / Midway
39 / Mongolia
40 / Mozambique
41 / New Guinea
42 / New Zealand
43 / Novosibirsk
44 / Okinawa
45 / Panama
46 / Persia
47 / Peru
48 / Philippines
49 / Russia
50 / Russian Far East
51 / Saudi Arabia
52 / Sinkiang
53 / Solomon Islands
54 / South Africa
55 / Southern Europe
56 / Spain
57 / Sweden
58 / Switzerland
59 / Syria-Iraq
60 / Turkey
61 / Ukraine
62 / United Kingdom
63 / Venezuela-Colombia
64 / Wake Island
65 / West Africa
66 / West Indies
67 / Western Canada
68 / Western Europe
69 / Western USA
70 / Yakut
71-76 / Caliphate (all territory)
77-82 / Russia (all territory)
83-88 / Europe (all territory)
89-94 / China (all territory)
95-00 / United States (all territory)

STRATEGY

Caliphate: Capture areas without regard of whether they can be held. Keep your air force together. You can try to knock China or Russia out, but don’t expect to succeed.

Infidels: Try to destroy the Caliphate’s non-infantry units. Don’t take areas unless you can hold them. Don’t forget to take Indonesia. Garrison your capitals so Al-Qaeda cells can’t capture them. Build those heavy bombers. Use your fighters to hunt down the caliphate fighters (see special rule 8). Build IC’s in Germany and maybe Japan.

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